| Knights of Legend |
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Kenzi Malikov
Level Sixteen HumanCharismatic Hero 2 Fast Hero 1 Confidence Artist 8 Silent Intruder 5 |
strength 10 (+0) dexterity 17 (+3) constitution 12 (+1) intelligence 14 (+2) wisdom 18 (+4) charisma 20 (+5)
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| Vital Statistics |
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fort save +9 ref save +21 will save +17 action points 155 initiative +4 hit points 141
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touch ac 25 flat-footed 22 base attack bonus 8 melee +8 ranged +10 grapple +8
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| SKILLS |
* denotes maximum rank at current level. (#) denotes rank. |
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| Class Skills |
Cha Base (+5) [+10]
bluff +22 (13) +CA Lvl gather info +25 (16) +CA Lvl diplomacy +15 (4) +CA Lvl handle animal +7 intimidate +7 disguise +27 (17)
Wis Base (+4)
profession +4 sense motive +23 (17) +CA Lvl listen +15 (9) spot +15 (9) gamble +4
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Dex Base (+3)
s.o hand +20 (12) +CA & SI Lvl disable dev. +18 (13) +SI Lvl drive +3 escape artist +20 (15) hide +20 (15) +SI Lvl move sil. +20 (15) +SI Lvl pilot +3 tumble +12 (9) ride +3 balance +12 (9)
Int Base (+2)
know. (street) +4 (2) know. (pc) +8 (6) forgery +2 investigate +2
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| Non Class Skills |
Int Base (+2)
research +2 search +2 computer use +2 |
Wis Base (+4)
survival +4 treat injury +4
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| Other Class Skills |
knowledge (arcane lore, art, behavioral sciences, business, civics, current events, popular culture, streetwise, theology and philosophy) [int]
craft (mechanical, visual art, writing) [int]
perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, wind instruments) [cha] |
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| Talents |
dazzle [+10] The Charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero.
To dazzle a target, the hero must use an attack action and make a Charisma check (DC 15), adding his or her Charismatic level as a bonus. If the Charisma check succeeds, the target can try to resist.
The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic hero’s class level + Charismatic hero’s Cha bonus). If the save fails, the target receives a –1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s Charismatic level.
evasion If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
fast talk [+10] The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.
charm (males) [+10] The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of his chosen gender. (Some characters are charming to members of the opposite gender, others to members of the same gender.) The bonus is equal to the character’s Charismatic level.
A Charismatic hero can only charm Gamemaster characters with attitudes of indifferent or better. The charm bonus can’t be used against characters who are unfriendly or hostile.
self confidence [+8] The Confidence Artist may treat their CA levels as Charismatic hero levels for any talent for which Charismatic levels are used. (Charm, Favor, Fast-Talk, Dazzle, Taunt etc.)
hidden motives [+8] The Confidence Artist gains a circumstance bonus equal to their Confidence Artist level when making a Bluff check opposed by the target's Sense Motive. In addition, they gain the same bonus when making Sense motive checks to oppose Bluff attempts. |
| shift the blame At 8th level, the Confidence Artist sharpens his ability to talk his way out of the tightest spots—even if he is caught red-handed. He may attempt a Bluff check (opposed by the target’s Will saving throw) to try to fast-talk his way out of trouble. If he is successful, the Confidence Artist either shifts the blame to a likely GM character or simply convinces the target that the trouble is all a misunderstanding and an unfortunate mistake.
He must, however, return the stolen item, apologize, or otherwise attempt to make amends for his actions. This may, at the GM’s discretion, require a standard Bluff check opposed by the target’s Sense Motive.
sympathetic ear [+8] The Confidence Artist gains a circumstance bonus equal to their Confidence Artist level on all Gather Information checks. In addition, the DCs for Gather information checks made to obtain information about the Confidence Artist are increased by their class level.
unnoticeable [+5] A Silent Intruder has the uncanny ability to keep from being seen. He gains a competence bonus equal to his Silent Intruder level on all Hide checks.
padded feet [+5] Character gains a competence bonus equal to their Silent Intruder level on all Move Silently checks.
skeleton key [+5] Gain a competence bonus equal to your Silent Intruder level, on all Disable Device checks made to pick locks, avoid burglar alarms and otherwise bypass security systems.
without a trace The Silent Intruder leaves almost no trace when using the following skills: Balance, Clib, Disable Device, Escape Artist, Hide, Move Silently, Sleight of Hand. Those trying to use; Investigate, Listen, Search or Spot against the Silent Intruder, take a -4 penalty.
hide in plain sight The Silent Intruder can use the hide skill even while being observed. As long as he is within 10 feet of a column, doorway, large piece of furniture, or even a particularly dark corner, the Silent Intruder can attempt to hide from view in the open without anything to actually hide behind.
sticky fingers At 5th level, the Confidence Artist increases their skill at picking pockets, hiding objects on their person and otherwise proving that the hand is quicker than the eye. They gain a circumstance bonus equal to their Confidence Artist level on all Sleight of Hand checks, and on all Spot checks to oppose Sleight of Hand attempts. Silent Intruder bonus stacks with Con Artist Bonus
honest eyes [+8] At 7th level, the Confidence Artist increases his ability to convince people to take his advice. He gains a circumstance bonus equal to his Confidence Artist level on all Diplomacy checks.
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| Feats |
11/20 Purchased Feats. 6/6 Birthday Feats. |
firearms prof. The character can fire any personal firearm without penalty.
experienced adventurer You gain a +1 bonus to your Fortitude, Reflex, and Willpower saves.
deceptive You are especially good at misleading and giving false impressions. You get a +2 bonus on all Bluff and Disguise checks.
lightning reflexes The character gets a +2 bonus on all Reflex saving throws.
nimble The character gets a +2 bonus on all Escape Artist checks and Sleight of Hand checks.
strength of personality You gain a +2 competence bonus to all charisma based ability checks and skill checks
body control + 4 competency bonus to all escape artist checks made to escape a grapple attack or to avoid being swallowed whole by a large monster.
heart of the mountain +2 hit points per level, applied retroactively, in addition to all future levels.
self improvement Gains +1 to one ability score. [DEX]
iron will The character gets a +2 bonus on all Will saving throws.
immutable will You gain a +4 competence bonus to all will saves involving mind-affecting spells.
alertness You get a +2 bonus on all Listen and Spot checks.
empathic You gain a +2 bonus to all Sense Motive checks and Diplomacy checks. In addition, you gain a +1 competence bonus to initiative checks.
charismatic plus Gain two talents from Charismatic hero talent trees. (Charm + Dazzle)
stealthy You are particularly good at avoiding notice. You get a +2 bonus on all Hide checks and Move Silently checks.
life learned Your number of skill points per level is based on Wisdom, not Intelligence. |
| quick draw The character can draw a weapon as a free action. A character with this feat may throw weapons at his or her full normal rate of attacks.
weapon focus [Excal+Bow] The character gains a +1 bonus on all attack rolls he or she makes using the selected weapon.
gr. weapon focus [Bow] You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.
quick load You may load a crossbow bolt into a hand or light crossbow as a free action or a heavy or repeating crossbow as a move-equivalent action once per turn. With a hand or light crossbow, this allows you to load, fire, and load again in one round. When used in conjunction with a shortbow or longbow and the Rapid Shot Feat, the -2 penalty is ignored.
quick shot When loading a bolt into a hand or light crossbow, you may fire the bolt as a free action. This is highly inaccurate, as the bolt never locks into place, but rather flies from the crossbow.When using this feat, you suffer a -3 circumstance penalty to your attack roll.
point blank shot The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet
precise shot The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
crossbow sniper When using a crossbow for which you have the Weapon Focus feat, you gain a bonus on damage rolls equal to 1/2 your Dexterity bonus.
danger sense You may add your Wisdom bonus to Reflex saves in addition to your Dexterity.
dead eye You may add your Dexterity bonus on damage rolls made with ranged weapons for which you have the Weapon Focus feat, so long as the target is within 30 feet.
weapon spec. [crossbow] You gain a +2 bonus on all damage rolls you make using the selected weapon.
heroic surge [4] The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level, but never more than once per round.
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| Inventory |
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Excalibur Pistol (Range Weapon) Does 2d6 (+3 Dead Eye) +1 enhancement bonus to attack rolls and to damage. |
Lightning Wand Casts Lightning Bolt (Range 120 ft) Does 3d6 dmg Reflex 15 Halves 99/100 Charges. |
Crossbow Does 1d10 Magic Weapon +1 Keen + Splitting |
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| Combat Crossbow |
2 Attacks with BAB 8
Crossbow 1 1d20 + 15 ATK 1d10 + 6 DMG (+3) Crit 17-20 x2 |
Crossbow 2 1d20 + 15 ATK 1d10 + 6 DMG (+3) Crit 17-20 x2 |
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Crossbow 3 1d20 + 10 ATK 1d10 + 6 DMG (+3) Crit 17-20 x2 |
Crossbow 4 1d20 + 10 ATK 1d10 + 6 DMG (+3) Crit 17-20 x2 |
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Quick Shot 1d20 + 12 ATK 1d10 + 6 DMG (+3) Crit 17-20 x2 |
Quick Shot 2 1d20 + 12 ATK 1d10 + 6 DMG (+3) Crit 17-20 x2 |
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LA Mission ♘ Quick Ref
Ref +21
Will +17
Fort +9
Action Points 155
Crossbow 1& 2
1d20 + 15 ATK
1d10 + 3 DMG
Crit 17-20 x2
Crossbow 3 & 4
1d20 + 10 ATK
1d10 + 3 DMG
Crit 17-20 x2
Quick Shot 1 & 2
1d20 + 12 ATK
1d10 + 3 DMG
Crit 17-20 x2
Spell FX
Heroes Feast
1d8 +10 HP, and a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.
LEVEL THIRTEEN ♘ SILENT INTRUDER 2
BAB +1
Fort +1
Ref +1
Def +1
Will N/A
Ability Point N/A
Skill Points 11
Action Points 14
Talents
padded feet [+2]
Character gains a competence bonus equal to their Silent Intruder level on all Move Silently checks.
Feats
The character gains a +1 bonus on all attack rolls he or she makes using the selected weapon
rapid shot
You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat.
crossbow sniper
When using a crossbow for which you have the Weapon Focus feat, you gain a bonus on damage rolls equal to 1/2 your Dexterity bonus.
rapid reload
The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
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CONTACT SHOT [GENERAl, FIGHTER]
You are highly skilled with ranged weapons, able to fire while still in close combat.
Prerequisites: Dex 13+, Dodge, Point Blank Shot, base attack bonus +4 or higher.
Benefit: When firing a crossbow or firearm, you do not provoke an attack of opportunity. Reloading your weapon still provokes an attack of opportunity. You may fire at an opponent adjacent to you.
EXPERT AIM [GENERAL, FIGHTER]
Years of practice have honed your skills with ranged weapons. You may attack with exacting precision.
Prerequisites: PreciseShot, base attack bonus +4 or higher.
Benefit: If you take the full attack action when using a device missile weapon (e.g. bow, crossbow), you may choose to make a single attack up to 30 ft. away using your Expert Aim. In addition to all other damage modifiers, apply your Dexterity bonus(if any)to damage. This feat is ineffective against creatures immune to critical hits (e.g. constructs, elementals, oozes, plants and undead).
Normal: Your Dexterity bonus applies only to your attack roll.
FAR SHOT [GENERAL, FIGHTER]
You can shoot a missile weapon farther than normal.
Prerequisite: Point Blank Shot.
Benefit: When using a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.
MASTER ARCHER [GENERAL, FIGHTER]
Years of practice with the bow have steadied your aim and
your resolve.
Prerequisites: Str 13+,Dex 13+,FarShot,Point Blank Shot, Precise Shot.
Benefit: You gain a +2 competence bonus to attack rolls with a composite longbow, composite shortbow, longbow, or shortbow. In addition, you gain a +1 bonus to damage
PRECISE SHOT [GENERAL, FIGHTER]
You can fire a bow or throw an axe with unerring accuracy.
Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty.
QUICK LOAD [GENERAL, FIGHTER]
You can load an arrow or bolt into a bow or crossbow with deft speed.
Prerequisites: Dex 13+,base attack bonus +1 or higher.
Benefit: You may load a crossbow bolt into a hand or light crossbow as a free action or a heavy or repeating crossbow as a move-equivalent action once per turn. With a hand or light crossbow, this allows you to load, fire, and load again in one round. With a heavy or repeating crossbow, this allows you to load and fire in a single round. When used in conjunction with a shortbow or longbow and the Rapid Shot Feat, the -2 penalty is ignored.
Normal: Loading a hand or light crossbow is a move equivalent action. Loading a heavy or repeating crossbow is full-round action. Normally when using the Rapid Shot Feat with a bow, you suffer a -2 penalty to each attack.
Loading a crossbow draws an attack of opportunity.
QUICK SHOT [GENERAL, FIGHTER]
Though inaccurate, you can fire a light crossbow without fully loading the weapon.
Prerequisites: Dex 13+, Base attack bonus +1 or higher.
Benefit: When loading a bolt into a hand or light crossbow, you may fire the bolt as a free action. This is highly inaccurate, as the bolt never locks into place, but rather flies from the crossbow.When using this feat, you suffer a -3 circumstance penalty to your attack roll.
A crossbow fired in this manner is inaccurate beyond the first range increment. Double all range penalties when using this feat. You may only use this feat once per round.
Normal: Firing a crossbow is a standard or partial action.
Special: When using a light crossbowin conjunction with the Quick Load and Quick Shot feats, you can fire, load, fire, load and fire again in 1 round so long as the crossbow was already loaded at the beginning of the round.
SHOT ON THE RUN [GENERAL, FIGHTER]
You can fire abow or used aranged weapon while moving,
targeting opponents on the run.
Prerequisites: Point Blank Shot, Dex 13+, Dodge,
Mobility.
Benefit: When using the attack action with a ranged
weapon, you can move both before and after the attack,
provided that your total distance moved is not greater
than your speed.
TRICK SHOT (ARCHERy) [GENERAL, FIGHTER]
You are a master of fancy shooting, using bows.
Prerequisites: Dex 15+, Martial Weapon Proficiency
(any bow), Point Blank Shot, Precise Shot, Weapon Focus
(any bow).
Benefit: You gains a +4 competence bonus to attack
rolls and skill checks whenever you attempt a trick shot.
A trick shot is defined as any attack that does not deal
damage to a living target such as disarming someone at
a distance or severing a rope.
The DC for each is determined by the DM, but should
never be less than 20.
Point Blank Shot [General]
Benefit
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special
A fighter may select Point Blank Shot as one of his fighter bonus feats.
Update
BAB +4
Fort +2
Ref +4
Def +3
Will +2
Ability Point +1 to Charisma
Skill Points 53
Action Points 68
Talents
shift the blame
At 8th level, the Confidence Artist sharpens his ability to talk his way out of the tightest spots—even if he is caught red handed. He may attempt a Bluff check (opposed by the target’s Will saving throw) to try to fast-talk his way out of trouble. If he is successful, the Confidence Artist either shifts the blame to a likely GM character or simply convinces the target that the trouble is all a misunderstanding and an unfortunate mistake.
He must, however, return the stolen item, apologize, or otherwise attempt to make amends for his actions. This may, at the GM’s discretion, require a standard Bluff check opposed by the target’s Sense Motive.
unnoticeable [+4]
A Silent Intruder has the uncanny ability to keep from being seen. He gains a competence bonus equal to his Silent Intruder level on all Hide checks.
padded feet [+4]
Character gains a competence bonus equal to their Silent Intruder level on all Move Silently checks.
skeleton key [+4]
Gain a competence bonus equal to your Silent Intruder level, on all Disable Device checks made to pick locks, avoid burglar alarms and otherwise bypass security systems.
sticky fingers
Silent Intruder bonus stacks with Con Artist Bonus
without a trace
The Silent Intruder leaves almost no trace when using the following skills: Balance, Clib, Disable Device, Escape Artist, Hide, Move Silently, Sleight of Hand. Those trying to use; Investigate, Listen, Search or Spot against the Silent Intruder, take a -4 penalty.
Feats
danger sense
You may add your Wisdom bonus to Reflex saves in addition to your Dexterity.
weapon focus [crossbow]
The character gains a +1 bonus on all attack rolls he or she makes using the selected weapon
crossbow sniper
When using a crossbow for which you have the Weapon Focus feat, you gain a bonus on damage rolls equal to 1/2 your Dexterity bonus.
quick load
You may load a crossbow bolt into a hand or light crossbow as a free action or a heavy or repeating crossbow as a move-equivalent action once per turn. With a hand or light crossbow, this allows you to load, fire, and load again in one round. When used in conjunction with a shortbow or longbow and the Rapid Shot Feat, the -2 penalty is ignored.
quick shot
When loading a bolt into a hand or light crossbow, you may fire the bolt as a free action. This is highly inaccurate, as the bolt never locks into place, but rather flies from the crossbow.When using this feat, you suffer a -3 circumstance penalty to your attack roll.
greater weapon focus
You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.
Class Skills
Balance (Dex), Climb (Str), Disguise (Cha), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Investigate (Int), Jump (Str), Knowledge (art, business, current events, popular culture, streetwise) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Search (Int), Sleight of Hand (Dex), Speak Language (none), Tumble (Dex).